It's been my experience as well.
It's Heals to comfort > DPS.
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Adding DPS over heals, actually reduces "time in fight" which negates a lot of time based mechanics (aka raid damage).
You have to meet the minimum threshold to keep the group alive, but for the most part healing isn't "constant" as it is "slow then mini burst."
The trick here is not having so much DPS that you start stacking % based mechanics, before the healers can get everyone standing again. While making sure you have enough physical range to cover all players. i.e. Imm is nice with 3 heals, because people wander out of range when you only have 2.
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